Expendable Stores Rules

These optional rules are based on rules I found online circa 1995. Quoting from the original document:

First off, [these rules are based on] Urban's wingpylon system [WINGPYLN.TXT]… (If Urban wants to complain, Urban should write Kevin, and bite Kevin's head off.).

This is, unfortunately, all of the original-source information I have. Additionally, I have modified these rules from the original for my games, so the original rules are not really relevant as a reference (other than as the source of this idea).

Pylons

Pylons are simply external mounts for weapons or other pod-based devices. While a pylon appears conceptually simple (after all, it acts as just a sturdy mount point for a missile or pod), each pylon also requires complex computer hookups. These datalinks allow for initiation of firing sequences (in the case of missiles) or bidirectional communication with the mounted pod.

Pylon Scales

Speeders, starfighters, and space transports can generally mount 1 pylon per 2 meters of length. This number is at the GM’s discretion, particularly for unusually-shaped fighters (the B-wing comes to mind…). With this example number, an Incom T-65 X-Wing would be able to mount 6 external hardpoints, likely on the undersides of the ventral s-foils and the tops of the dorsal s-foils. A Corellian Engineering Corporation YT-1300, at roughly 35 meters, can mount 17 or 18 pylons; these would likely need to be placed along the left and right sides and on the front “claw” to avoid interfering with the YT-1300’s communications and sensing equipment, loading ramps, repulsors, and maneuvering thrusters.

Capital ships can mount standard pylons, but they usually have numerous short-range sensors, communications arrays, and turreted weapons systems mounted on the hull. As a result, capital ships can only mount 1 pylon per 5 meters of length. For a Corellian Engineering Corporation CR-90 Frigate measuring 150 meters, this would limit the maximum pylon count to 30. Some particularly wide or tall ships, at the GM’s discretion, may be able to mount additional pylons. For example, the deep forward pod structure of the 300-meter EF76 Nebulon-B Escort Frigate may allow additional hull space for pylon mounts, perhaps accommodating an additional 50% over the base value for a total of 90 pylons.

Capital-ship pylons are also available. A capital-scale pylon is generally sized to mount much larger munitions than a starfighter-scale pylon, generally cruise missiles or other similar ship-to-ship or anti-site munitions. Capital-scale pylons can sometimes be mounted on space transports, but almost never on starfighters (GM’s discretion). A capital-scale pylon takes up as much room as 5 starfighter-scale pylons.

Fitting New Pylons

Pylons themselves take up negligible weight when no stores are mounted. The act of mounting a pylon, however, is somewhat complicated. First, the mechanic must make a moderate repair roll of the appropriate type to mount the physical hardware. Then the mechanic must make both a moderate weapons roll of the appropriate type (Vehicle, Starfighter, or Capital) as well as a moderate electronics roll to link the pylon to the onboard computers.

Pylon Penalties

Internal Bays

TODO rewrite - Internal bays may only be added at the expense of cargo space, living quarters or other spaces. These are usually only added to freighters, as fighters usually don't have the needed space. They require two tons of space for every 30D of pylon capacity. They require four moderate Space Transports Repair rolls per bay, and two Moderate Starship Weapons Repair rolls per bay. They cost 1000-2000cr per each 1D of space, plus 500-1000cr for each individual bay. (I know this last system ain't perfect, but it was the Best I could come up with.)

Available Weapons

CRITICAL NOTE: Don’t believe any of the prices on this page! I have not reviewed and modified them yet! I also haven’t yet converted the “D” system over to my rules for weights – I plan on reworking those weight rules. I may keep the simplified “D” system but change the specifics.

Speeder

Direct Fire Weapons

Dumb Rockets

"Dumb", or unguided, rockets are simple, ballistic-path weapons that contain neither seekers nor maneuvering capabilities. They are manufactured my many manufactures and fill many different roles. Usually packed in pods containing anywhere from 5 to 20, their mission is dictated by their payloads. They are in limited issue with the Empire, but planetary and corporate forces are known to use them.

Skill:missile weapons: air-to-ground rocketsFire Control: 0D

** Rocket Pods**

Model

Scale

Weight

Ammo

Cost

Micro Rocket Pod

S

N/A

TODO

N/A

5 rockets

250

Standard Rocket Pod

S

N/A

TODO

N/A

10 rockets

500

Heavy Rocket Pod

S

N/A

TODO

N/A

20 rockets

1,000

Rockets

Model

Scale

Range

Weight

Damage

Blast

Cost

Rendili Arms AX-13A Hypervelocity

S

100-200/400/800

TODO

5D

N/A

TODO

Rendili Arms AX-13B Fragmentation

S

100-200/400/800

TODO

3D

10m

TODO

Rendili Arms AX-13C Incendiary

S

100-200/400/800

TODO

4D/10

5m

TODO

Incom Starburst

S

100-200/800/1600

TODO

5D

20m

600

SoroSuub Firestorm Anti-armor

C

3-40/120/400

TODO

TODO

N/A

TODO

SoroSuub Firestorm Anti-personnel

C

3-40/120/400

TODO

TODO

N/A

TODO

SoroSuub Firestorm Smoke

C

3-40/120/400

TODO

TODO

N/A

TODO

SoroSuub Firestorm White Phosphorous

C

3-40/120/400

TODO

TODO

N/A

TODO

Repeating Blasters

These are simply heavy repeating blasters that have mounted with their power generators in a single gun pod. These have seen limited service with both the Empire and Rebellion. (All rules concerning area of
effect for repeating blasters apply here.)

Skill:vehicle blasters: repeating blasterFire Control: 0D

Model

Scale

Range

Weight

Damage

Cost

BlasTech A-Web

C

3-75/200/500

1D

8D

6000

Uulshos Air Blaster

S

3-75/200/500

2D

5D+2

10,000

Seinar Riotmaser

S

3-75/300/800

2D

4D+1

11,000

Blaster Cannons

Many of these designs are blaster and laser cannons adapted from ground vehicles and artillery pieces. They are fitted into pods similar to those use for repeating blasters, but larger. Not all of them have generators, carrying batteries instead. Primarily designed to engage other aircraft and destroy ground vehicles, most are not all that effective against infantry

Skill:vehicle blasters: blaster cannonsFire Control: 1D

Model

Scale

Range

Weight

Damage

Ammo

Cost

Golan Arms SF.9 Anti-infantry Gun Pod

S

20-600/3/16km

5D

4D

20

8000

Incom Light Air Gun

S

50-100/400/1km

3D

3D

10

1000

Incom Medium Air Gun

S

50-100/400/1km

4D

4D

10

1500

Incom Heavy Air Gun

S

50-100/500/1.1km

5D

5D

10

2000

Incom Ion Air Gun

S

50-100/400/1km

5D

4D Ion

15

TODO

Indirect-Fire Weapons

Concussion Missiles and Proton Torpedoes

Simply smaller versions of the starfighter's heavy weapons, these are not overly common weapons.

Non-Weapons

Cargo Pods

These are simple, sheet metal cargo cases with quick release mounts for attachment to standard external pylons. They are neither vacuum rated nor heavily insulated and thus are not really suitable for extremely-high-atmosphere or spaceflight operations unless the cargo in question is very durable.

Model

Capacity

Weight

Cost

TODO small pod

50 kg

TODO

50

TODO large pod

150 kg

TODO

125

Sensor Pods

These are usually simpler than the ones mounted on spacecraft. They do, however, provide smaller craft with fairly good sensor protection.

Skill:sensorsFire Arc: All

Model

Passive

Scan

Search

Focus

Weight

Cost

Bespin Motors Skyseer

500m/1D

1km/2D

2km/3D

250m/4D

TODO

10,000

Cryoncorp Seeker

N/A

100m/0D

100m/1D

1km/2D

TODO

8000

Starfighter

(Note: to figure atmospheric range on these, the rule of thumb is that each space unit is equal to 100m)
Direct Fire Weapons:

Direct Fire Weapons

Turbolaser Pods

These are very powerful laser cannons. They have long range and hit hard. They also have horrible power requirements. Still, they provide powerful, long range firepower at the beginning of a raid, and then they may be ejected before entering close combat. For this reason, it is a common modification to fit these with a distress beacon. After all, no one wants to explain to the boss how they lost something this expensive.

Skill:starfighter gunnery: turbolaserFire Control: 1D

Model

Scale

Range

Weight

Damage

Ammo

Cost

SoroSuub Turbogun

SF

3-15/36/75

15D

5D

10

8000

KDY Heavy Turbolaser Pods

SF

3-15/36/75

15D

5D

10

8000

KDY Medium Turbolaser Pods

SF

3-15/36/75

13D

4D

10

7000

KDY Light Turbolaser Pods

SF

3-15/36/75

10D

3D

10

6000

KDY Heavy-ER Turbolaser Pods SF

4-20/45/90

15D

3D

10

10,000

Laser Cannons

Not as heavy turbolasers, laser cannons can shoot more often and are much smaller. They are often mounted in sets of two, three and four, and fire-linked.

Skill:starfighter gunnery: laser cannonFire Control: 1D

Model

Scale

Range

Weight

Damage

Ammo

Cost

Incom Light Laser Pod

SF

1-3/12/25

3D

3D

10

2500

Incom Medium Laser Pod

SF

1-3/12/25

4D

4D

10

3000

Incom Heavy Laser Pod

SF

1-3/12/25

5D

5D

10

3500

BlasTec PTL-7 Pulse Laser Pod

SF

1-3/12/25

3D

5D

6

4000

Blaster Cannons

Skill:vehicle weapons: blaster cannonFire Control: 1D

Model

Scale

Range

Weight

Damage

Ammo

Cost

SoroSuub Heavy Blaster

SF

1-5/10/17

3D

3D

20

2000

SoroSuub Light Blaster

SF

1-5/10/17

2D

2D

20

1500

Merr-Sonn Point Gun

SF

1-5/10/17

1D

1D

20

1000

Autoblasters

Skill:vehicle weapons: autoblasterFire Control: 1D

Model

Scale

Range

Weight

Damage

Ammo

Cost

Slayn & Kopril G-3 Autoblaster

SF

1-8/25/40

3D

2D

10

4000

Slayn & Kopril G-4 Autoblaster

SF

1-8/25/40

4D

3D

15

5000

Disruptors

Disruptors are not a traditional weapon. However, the Tenloss Syndicate isn't really all that interested in the repercussions of using these weapons, which shatter objects. They don't actually use these on their own ships, but they do sell them to other criminals, who care little for the risks of this weapon

Skill:starfighter gunnery: disruptor cannonFire Control: 2D

Model

Scale

Range

Weight

Damage

Ammo

Cost

Tenloss Heavy Gun

SF

1/2/4

10D

10D

5

10,000

On a Wild Die roll of "1", roll on the same table as used from the cannons on the E-Wing. If I can’t find this table, determine another mishap table for disruptors.

Mass Drivers

Mass drivers are simple, old-style rail guns. They have remained in service for two reasons: they ignore ray shielding, and they use no power. This last is very important to anyone trying not to advertise that they are armed. They have the very noticeable draw back that they have limited ammo and low damage potential.Skill:starfighter gunnery: railgunFire Control: 1D

Model

Scale

Range

Weight

Damage

Ammo

Cost

Alderaan Royal Engineers M-242C Rail Gun

SF

1-2/8/12

4D

3D

30

1000

Alderaan Royal Engineers M-238H Rail Gun

SF

1-2/8/12

3D

3D

30

800

Alderaan Royal Engineers M-231B Rail Gun

SF

1-2/8/12

2D

3D

30

500

Ammunition Canister

SF

N/A

TODO

N/A

+30

TODO

Ion Cannon

Useful for privateering, counter-intelligence and law enforcement, ion cannons are becoming an increasingly popular item on external mounts.

Skill:starfighter gunnery: ion cannonFire Control: 2D

Model

Scale

Range

Weight

Damage

Ammo

Cost

Tiam & Bak IC-2

SF

1-3/7/36

2D

2D Ion

10

1000

Tiam & Bak IC-3

SF

1-3/7/36

3D

3D Ion

10

2000

Tiam & Bak IC-4

SF

1-3/7/36

4D

4D Ion

10

3000

Imperial Design Office CL-21

SF

1-3/7/36

5D

5D

10

4000

Indirect Fire Weapons

Concussion Missiles

These are simply high explosive warheads, usually with duraluminum penatrator tips. The explosives are calibrated to produce a harmonized shock wave in hard material, tearing the target apart from the inside. They are more popular than proton torpedoes with the Empire, while smugglers, pirates and mercenaries use them in about equal portions.

Skill:starfighter gunnery: concussion missileFire Control: 1D

Model

Scale

Range

Weight

Damage

Cost

Subpro Concussive

SF

1/3/7

1D

6D

500

Arakyd Concussion Missiles ACM-213

SF

1-2/7/15

1D

5D

750

Arakyd Concussion Missiles ACM-216

SF

1-2/7/15

2D

6D

800

Arakyd Concussion Missiles ACM-221

SF

1-2/7/15

3D

7D

850

Arakyd Concussion Missiles ACM-228

SF

1-2/7/15

5D

8D

900

Proton Torpedoes

Similar to concussion missiles, these projectiles carry proton scattering warheads, much like an overgrown thermal detonator. These are preferred by the Rebellion (which has standardized the Incom M-4329 series for their starfighters' launchers), and the Empire is showing some interest in them, as demonstrated by the new multi-launcher adopted on the TIE Bomber after the first production run. They lack the range of modern concussion missiles, but are more powerful.

Skill:starfighter gunnery: proton torpedoFire Control: 1D

Model

Scale

Range

Weight

Damage

Cost

Incom M-4329/A

SF

1/3/7

3D

9D

800

Arakyd Proton Torpedoes APT-148

SF

1/3/7

1D

7D

700

Arakyd Proton Torpedoes APT-152

SF

1/3/7

2D

8D

750

Arakyd Proton Torpedoes APT-169

SF

1/3/7

3D

9D

800

Arakyd Proton Torpedoes APT-190

SF

1/3/7

5D

10D

900

Arakyd ACM/P-321

SF

1/5/11

3D

8D

1000

EMP Missiles

These were originally meant for suppression of enemy sensor systems, they quickly became a self-defense weapon as IR and Intercept missiles were adapted for ground launching against starfighters and landing craft. Now they are used primarily to force enemy ships to shut off their sensors at the beginning of a raid. They are effective, in that the best use a sub-nuclear explosive that is designed to minimize fallout and blast, much like a proton torpedo, but to maximize the electromagnetic pulse, killing electronics.

Skill:starfighter gunnery: concussion missileFire Control: 1D

Model

Scale

Range

Weight

Damage

Cost

Fabritech D-18F5

SF

2-10/20/40

3D

2D, 6D Ion

20,000

Arakyd ASO/HARM-237

SF

2-12/30/60

12D

4D, 6D Ion

15,000

SoroSuub ARM-1

SF

2-10/15/20

3D

2D, 6D Ion

4000

SoroSuub ARM-2

SF

2-10/15/20

10D

2D, 8D Ion

6000

Non-weapons

Targeting Jammers

Originally meant for courier and recon ships, these were adopted by squadrons that took on defense suppression missions for survivability reasons during the Clone Wars. In more recent conflicts, they have been used to protect stick craft from other fighters during raids. The A-Wing series has had one of these mounted internally.

Model

Scale

Range

Weight

Modifier

Cost

Fabritech AN-13c

SF

1-3/7/15

2D

-1D FC

4000

Fabritech AN-15b

SF

1-3/7/15

4D

-2D FC

5000

Fabritech AN-16a

SF

1-3/7/15

6D

-3D FC

6000

Incom TJ-6

SF

1-3/5/10

10D

-3D FC

5500

Sensor Jamming Pods

These function to block enemy sensor signals. They are often attached tot he first wave of an attack to disguise the true strength of a force. They can not, however, block optical sensors.

Skill:sensorsFire Arc: All

Model

Scale

Range

Weight

Modifier

Detection Difficulty

Cost

Fabritech AJ-13d

SF

0-20

9D

+1D

-2D

4000

Fabritech AJ-13e

SF

0-30

9D

+2

-1D+1

4000

Fabritech AJ-13f

SF

0-10

9D

+2D

-4D

4500

Fabritech AJ-6

SF

0-20

6D

+2

-1D+1

3000

SoroSuub Jammer

SF

0-1

3D

+1

-2

2000

Sensor Decoys

Model

Scale

Space

Weight

Modifier

Duration

Cost

Incom Sucker-223

SF

6

10D

+2D to identify

10 rounds

2000

Incom Sucker-762

SF

7

15D

+3D to ID

10 rounds

3000

Incom Sucker-762L

SF

6

15D

+2D to ID

15 rounds

3000

Incom Sucker-127

SF

5

5D

+1D to ID

10 rounds

1000

Copycats

Copycats are modified proton torpedoes or concussion missiles that mimic their parent craft. They may either be launched from a pylon or from a standard launcher.

Skill:computer programming repair: copycat missiles

To distinguish between a copycat and the real thing, roll your sensor skill vs the programmer's Computer Pro/Rep skill+2D. Their service life depends on the speed that they are released at. Torpedoes function for one minute if they are going less than 6 space, 30 seconds if going faster than that, multiplied by the number before the D in their weight. Missiles function for one minute if going under 8 space, 30 seconds if going faster.

Model

Scale

Weight

Description

Cost

Arakyd Decoy Torpedo 1

SF

1D

Proton torpedo body

900

Arakyd Decoy Torpedo 2

SF

2D

Proton torpedo body

1000

Arakyd Decoy Missile 3

SF

2D

Concussion missile body

1000

Arakyd Decoy Missile 4

SF

3D

Concussion missile body

1200

Sensor Pods

These contain powerful, active sensors. They are used to supplement the capabilities of fighters that have been pressed into a recon role.

Skill:sensorsFire Arc: All

Model

Passive

Scan

Search

Focus

Weight

Cost

Fabritech ANx-y/2p

50/1D

75/2D

4/3D

4D

5000

Fabritech ANy-x/6p

70/1D

105/2D

6/3D

8D

7000

Merr-Sonn Finder

90/1D

135/2D

8/3D

12D

10,000

Merr-Sonn Recon

30/1D

50/2D

3/2D+2

3D

4000

Electronic Intelligence Pods

These are very sensitive sensor receivers and optical sensors with interpretive computers. They used to gather intelligence of the enemy's sensor capabilities, including the type, number and location of the active emitters, allowing intelligence officers to get an idea about such things as enemy defenses and the location of those defenses.

Skill:sensorsFire Arc: All

Model

Passive

Scan

Weight

Cost

Incom ELINT pod

40/1D

N/A

4D

4000

Incom Suppresser

40/2D

N/A

8D

5000

Incom ELINT-2

60/1D

N/A

8D

5500

Fabritech DFs-t/4

80/1D

N/A

12D

8000

Incom ELINT-4

60/1D

90/2D

12D

11,000

Targeting Pod

Powerful, active sensors, these are designed to help weapons officers designate targets during a strike.

Skill:sensorsFire Arc: Any one arc.

Model

Search

Focus

Weight

Cost

Seinar Fleet Systems Targeter

N/A

6/4D

1D

4000

Incom Interrogator

75/3D

4/5D

2D

6000

Sensor Buoy

Small, remote devices that contain nothing but a solar power converter, a subspace transmitter and a sensor package, these are meant to be dropped in overlapping patterns to make a checkpoint of provide security. They are often deployed from fighters at high speed, allowing a fleet to have a sensor perimeter several thousand kilometers in diameter in a few days if they are stopping for some reason.

These pods contain a small, very limited droidbrain with only stationkeeping abilities and the sensors skill.

Model

Skill

Passive

Scan

Weight

Cost

Fabritech Passive Sensor Beacon

4D

20/0D

N/A

1D

1000

Incom Protector Buoy

3D

10/0D

20/1D

1D

1500

Seinar Outposter

4D

20/1D

40/2D

3D

5000

Cargo Pods

These are little more complicated than the ones made for speeders. These have vacuum rated seals and climate control capabilities. They hold 100kg and cost 200cr per D. It costs 50cr per D to add a one-time use cargo chute and signal beacon (for airborne resupply).

Model

Capacity

Weight

Cost

Small Cargo Pod

100 kg

TODO

200

Large Cargo Pod

500 kg

TODO

1,000

Small Resupply Pod

N/A

N/A

50

Large Resupply Pod

N/A

N/A

250

Rescue Pod

A modified cargo pod. a rescue pod carries one to two occupants, a small a mount of equipment and two days worth of provisions. Originally meant for rescuing downed pilots from very small clearings and leaving in a hurry, they have become a common piece of equipment with Special Operations wings for carrying commandos.

Model

Capacity

Consumables

Weight

Cost

TODO twin

2-men, 50kg cargo

2 hours

10D

2300

TODO single

1 man, 30kg cargo

2 hours

6D

1300

TODO single camo

1 man, 10kg cargo

1 day

4D

900

Auxiliary Thrusters

Simple, strap on boosters, these are used by some fighter pilots to increase thier forward thrust for a limited period of time. They are also very limited in utility, as they are totally consumed by firing, they have marked effect on your manuverability and if too many are used at once, they can tear your craft apart at the seams.

Notes: For every unit of speed provided by thrusters, roll 1D vs. the body rating of the ship, figuring damage normally. They are totally expended at the end of one round.

Model

Speed

Maneuverability

Weight

Cost

Supbro Turboboost

+1

-1D

1D

500

Subpro Trackmaker

+2

-2D

2D

650

Subpro Interceptor

+3

-3D

3D

800

Capital Ship

TODO cruise missiles, nukes, and other ship-to-ship weapons

Weapons Scaling

Some combat airspeeders and atmospheric fighters carry pylons. These usually only draw weapons from the section labeled "Speeder Weapons". They may carry the larger weapons from the section labeled "Starship Weapons", but at a penalty. There is a 1D (Starfighter Weapons):3D (Speeder Weapons) ratio. Translation, a concussion missile that on a TIE takes up 1D space takes up 3D space on a K-222. A light blaster pod meant for a Conjo and weighs 1D may be fitted onto a X-Wing, but will only take up 0D+1 amount space.

To calculate the speed loss, use the chart that compares moves and kph. Each level of Space speed that would be lost is equal to 3 line in the atmospheric speed tables.

TODO shooting down missiles —The maneuverability rating on missiles is meant as a difficulty to try to shoot down the missile, not as an indication of how agile the missile is. If it can track you through the maneuver, it can do the maneuver.)